After careful deliberation I have decided the druid release date: Strythowe'en!

This is a very important day in the calendar for druids, so I honestly don't think there could be a better day to do it, and I intend to expend every effort to make this date happen. Also, I understand that there will likely be quests events going on during this time too, so what better time to roll a new druid to see whats going on in the realms and take part in the festivities.

I am sure not be entirely ready in time but it will be opened to everybody on this date regardless, so just a fair warning, play at your own risk, we've had a lengthy test period and made a lot of revisions since we hit what we thought was our final build. And of course, thank you all for your patience, and I definitely do hope to see you guys enjoy exploring this class as much as I have._________________AR is on TwitterFacebook

Along with the upcoming druids class, now would be an opportune time for a little bit of a class shakeup. I don't like to nitpick classes all the time with changes, as it feels annoying, but with a larger update coming it makes sense to do it now. A couple of things which I plan on doing is to (a) apply a slight nerf to the monk instant healing and also (b) give berserkers the ability to generate rage from being hit, which will mean they get loads more rage when tanking. We can make those changes easily in this 2-week run up and then package them all together into our druid official change note.

If there are any requests please let me know. All requests will be considered, however big or small. Again, just to remind you that I am talking specifically about changes or tweaks to existing skills and spells that will improve our classes gameplay._________________AR is on TwitterFacebook

I suggest that the effect of overpower be altered into a more useful form for the skills that it affects. As it is now, overpowering any skill simply increases the execution of that skill at a higher level as far as i know. In fact based on my own experience, the usage of skills without overpower has a higher chance of success compared to the usage with overpower. There are no additional effects that comes along with the drain of 100 moves which is quite a huge cost to pay.

The effects could be something like this:
Overpowered lag skills does not have diminishing returns
Overpowered warcry and berserk could either have increased hit/dam and/or duration
Overpowered hobble/sideswipe/barrage/disarm/shield disarm/offhand disarm/dirt kick can have more devastating effects
Overpowered windmill cleave could have no windup

Along the lines of love for warriors, I've been wondering about counter. It drains their mana FAST and no way to toggle it off. Keeping athleticism in mind I suggest counter no longer uses mana, but instead uses moves. There may be one or two other warrior skills that could also be looked at to use moves instead of mana, I'd have to check.

For paladins, they're lacking a skill/spell that hits everyone attacking them, now that flamestrike was removed. Maybe make reckoning or exorcism hit all attackers?

Haha sure nyc. Anything you say. I think illusionists definitely need more hp. What's the point of having the highest damage in the game, the best evasive and lockdown spells in the game, without more hp to stay around. I would certainly welcome such a change.